/* * Copyright (C) 2012 Adobe Systems Incorporated. All rights reserved. * Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * 1. Redistributions of source code must retain the above * copyright notice, this list of conditions and the following * disclaimer. * 2. Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following * disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER “AS IS” AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, * OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF * SUCH DAMAGE. */ #include "config.h" #if ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS) #include "FECustomFilter.h" #include "CustomFilterCompiledProgram.h" #include "CustomFilterRenderer.h" #include "CustomFilterValidatedProgram.h" #include "Extensions3D.h" #include "GraphicsContext3D.h" #include "RenderTreeAsText.h" #include "TextStream.h" #include namespace WebCore { FECustomFilter::FECustomFilter(Filter* filter, PassRefPtr context, PassRefPtr validatedProgram, const CustomFilterParameterList& parameters, unsigned meshRows, unsigned meshColumns, CustomFilterMeshType meshType) : FilterEffect(filter) , m_context(context) , m_validatedProgram(validatedProgram) , m_inputTexture(0) , m_frameBuffer(0) , m_depthBuffer(0) , m_destTexture(0) , m_triedMultisampleBuffer(false) , m_multisampleFrameBuffer(0) , m_multisampleRenderBuffer(0) , m_multisampleDepthBuffer(0) { // We will not pass a CustomFilterCompiledProgram here, as we only want to compile it when we actually need it in the first paint. m_customFilterRenderer = CustomFilterRenderer::create(m_context, m_validatedProgram->programInfo().programType(), parameters, meshRows, meshColumns, meshType); } PassRefPtr FECustomFilter::create(Filter* filter, PassRefPtr context, PassRefPtr validatedProgram, const CustomFilterParameterList& parameters, unsigned meshRows, unsigned meshColumns, CustomFilterMeshType meshType) { return adoptRef(new FECustomFilter(filter, context, validatedProgram, parameters, meshRows, meshColumns, meshType)); } FECustomFilter::~FECustomFilter() { deleteRenderBuffers(); } void FECustomFilter::deleteRenderBuffers() { ASSERT(m_context); m_context->makeContextCurrent(); if (m_inputTexture) { m_context->deleteTexture(m_inputTexture); m_inputTexture = 0; } if (m_frameBuffer) { // Make sure to unbind any framebuffer from the context first, otherwise // some platforms might refuse to bind the same buffer id again. m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0); m_context->deleteFramebuffer(m_frameBuffer); m_frameBuffer = 0; } if (m_depthBuffer) { m_context->deleteRenderbuffer(m_depthBuffer); m_depthBuffer = 0; } if (m_destTexture) { m_context->deleteTexture(m_destTexture); m_destTexture = 0; } deleteMultisampleRenderBuffers(); } void FECustomFilter::deleteMultisampleRenderBuffers() { if (m_multisampleFrameBuffer) { // Make sure to unbind any framebuffer from the context first, otherwise // some platforms might refuse to bind the same buffer id again. m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0); m_context->deleteFramebuffer(m_multisampleFrameBuffer); m_multisampleFrameBuffer = 0; } if (m_multisampleRenderBuffer) { m_context->deleteRenderbuffer(m_multisampleRenderBuffer); m_multisampleRenderBuffer = 0; } if (m_multisampleDepthBuffer) { m_context->deleteRenderbuffer(m_multisampleDepthBuffer); m_multisampleDepthBuffer = 0; } } void FECustomFilter::platformApplySoftware() { if (!applyShader()) clearShaderResult(); } void FECustomFilter::clearShaderResult() { clearResult(); Uint8ClampedArray* dstPixelArray = createUnmultipliedImageResult(); if (!dstPixelArray) return; FilterEffect* in = inputEffect(0); setIsAlphaImage(in->isAlphaImage()); IntRect effectDrawingRect = requestedRegionOfInputImageData(in->absolutePaintRect()); in->copyUnmultipliedImage(dstPixelArray, effectDrawingRect); } void FECustomFilter::drawFilterMesh(Platform3DObject inputTexture) { bool multisample = canUseMultisampleBuffers(); m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, multisample ? m_multisampleFrameBuffer : m_frameBuffer); m_context->viewport(0, 0, m_contextSize.width(), m_contextSize.height()); m_context->clearColor(0, 0, 0, 0); m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT | GraphicsContext3D::DEPTH_BUFFER_BIT); m_customFilterRenderer->draw(inputTexture, m_contextSize); if (multisample) resolveMultisampleBuffer(); } bool FECustomFilter::prepareForDrawing() { m_context->makeContextCurrent(); if (!m_customFilterRenderer->compiledProgram()) { RefPtr compiledProgram = m_validatedProgram->compiledProgram(); if (!compiledProgram) { // Lazily create a compiled program and let CustomFilterValidatedProgram hold on to it. compiledProgram = CustomFilterCompiledProgram::create(m_context, m_validatedProgram->validatedVertexShader(), m_validatedProgram->validatedFragmentShader(), m_validatedProgram->programInfo().programType()); m_validatedProgram->setCompiledProgram(compiledProgram); } // Lazily inject the compiled program into the CustomFilterRenderer. m_customFilterRenderer->setCompiledProgram(compiledProgram.release()); } if (!m_customFilterRenderer->prepareForDrawing()) return false; // Only allocate a texture if the program needs one and the caller doesn't allocate one by itself. if ((m_customFilterRenderer->programNeedsInputTexture() && !ensureInputTexture()) || !ensureFrameBuffer()) return false; return true; } bool FECustomFilter::applyShader() { Uint8ClampedArray* dstPixelArray = m_customFilterRenderer->premultipliedAlpha() ? createPremultipliedImageResult() : createUnmultipliedImageResult(); if (!dstPixelArray) return false; if (!prepareForDrawing()) return false; FilterEffect* in = inputEffect(0); IntRect effectDrawingRect = requestedRegionOfInputImageData(in->absolutePaintRect()); IntSize newContextSize(effectDrawingRect.size()); if (!resizeContextIfNeeded(newContextSize)) return false; bool needsInputTexture = m_customFilterRenderer->programNeedsInputTexture(); if (needsInputTexture) { RefPtr srcPixelArray = in->asUnmultipliedImage(effectDrawingRect); uploadInputTexture(srcPixelArray.get()); } drawFilterMesh(needsInputTexture ? m_inputTexture : 0); ASSERT(static_cast(newContextSize.width() * newContextSize.height() * 4) == dstPixelArray->length()); m_context->readPixels(0, 0, newContextSize.width(), newContextSize.height(), GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, dstPixelArray->data()); return true; } bool FECustomFilter::ensureInputTexture() { if (!m_inputTexture) m_inputTexture = m_context->createTexture(); return m_inputTexture; } void FECustomFilter::uploadInputTexture(Uint8ClampedArray* srcPixelArray) { m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_inputTexture); m_context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, m_contextSize.width(), m_contextSize.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, srcPixelArray->data()); } bool FECustomFilter::ensureFrameBuffer() { if (!m_frameBuffer) m_frameBuffer = m_context->createFramebuffer(); if (!m_depthBuffer) m_depthBuffer = m_context->createRenderbuffer(); if (!m_destTexture) m_destTexture = m_context->createTexture(); return m_frameBuffer && m_depthBuffer && m_destTexture; } bool FECustomFilter::createMultisampleBuffer() { ASSERT(!m_triedMultisampleBuffer); m_triedMultisampleBuffer = true; Extensions3D* extensions = m_context->getExtensions(); if (!extensions || !extensions->maySupportMultisampling() || !extensions->supports("GL_ANGLE_framebuffer_multisample") || !extensions->supports("GL_ANGLE_framebuffer_blit") || !extensions->supports("GL_OES_rgb8_rgba8")) return false; extensions->ensureEnabled("GL_ANGLE_framebuffer_blit"); extensions->ensureEnabled("GL_ANGLE_framebuffer_multisample"); extensions->ensureEnabled("GL_OES_rgb8_rgba8"); if (!m_multisampleFrameBuffer) m_multisampleFrameBuffer = m_context->createFramebuffer(); if (!m_multisampleRenderBuffer) m_multisampleRenderBuffer = m_context->createRenderbuffer(); if (!m_multisampleDepthBuffer) m_multisampleDepthBuffer = m_context->createRenderbuffer(); return true; } void FECustomFilter::resolveMultisampleBuffer() { ASSERT(m_triedMultisampleBuffer && m_multisampleFrameBuffer && m_multisampleRenderBuffer && m_multisampleDepthBuffer); m_context->bindFramebuffer(Extensions3D::READ_FRAMEBUFFER, m_multisampleFrameBuffer); m_context->bindFramebuffer(Extensions3D::DRAW_FRAMEBUFFER, m_frameBuffer); ASSERT(m_context->getExtensions()); m_context->getExtensions()->blitFramebuffer(0, 0, m_contextSize.width(), m_contextSize.height(), 0, 0, m_contextSize.width(), m_contextSize.height(), GraphicsContext3D::COLOR_BUFFER_BIT, GraphicsContext3D::NEAREST); m_context->bindFramebuffer(Extensions3D::READ_FRAMEBUFFER, 0); m_context->bindFramebuffer(Extensions3D::DRAW_FRAMEBUFFER, 0); m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_frameBuffer); } bool FECustomFilter::canUseMultisampleBuffers() const { return m_triedMultisampleBuffer && m_multisampleFrameBuffer && m_multisampleRenderBuffer && m_multisampleDepthBuffer; } bool FECustomFilter::resizeMultisampleBuffers(const IntSize& newContextSize) { if (!m_triedMultisampleBuffer && !createMultisampleBuffer()) return false; if (!canUseMultisampleBuffers()) return false; static const int kMaxSampleCount = 4; int maxSupportedSampleCount = 0; m_context->getIntegerv(Extensions3D::MAX_SAMPLES, &maxSupportedSampleCount); int sampleCount = std::min(kMaxSampleCount, maxSupportedSampleCount); if (!sampleCount) { deleteMultisampleRenderBuffers(); return false; } Extensions3D* extensions = m_context->getExtensions(); ASSERT(extensions); m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_multisampleFrameBuffer); m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_multisampleRenderBuffer); extensions->renderbufferStorageMultisample(GraphicsContext3D::RENDERBUFFER, sampleCount, Extensions3D::RGBA8_OES, newContextSize.width(), newContextSize.height()); m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::RENDERBUFFER, m_multisampleRenderBuffer); m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_multisampleDepthBuffer); extensions->renderbufferStorageMultisample(GraphicsContext3D::RENDERBUFFER, sampleCount, GraphicsContext3D::DEPTH_COMPONENT16, newContextSize.width(), newContextSize.height()); m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_multisampleDepthBuffer); m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, 0); if (m_context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) { deleteMultisampleRenderBuffers(); return false; } return true; } bool FECustomFilter::resizeContextIfNeeded(const IntSize& newContextSize) { if (newContextSize.isEmpty()) return false; if (m_contextSize == newContextSize) return true; int maxTextureSize = 0; m_context->getIntegerv(GraphicsContext3D::MAX_TEXTURE_SIZE, &maxTextureSize); if (newContextSize.height() > maxTextureSize || newContextSize.width() > maxTextureSize) return false; return resizeContext(newContextSize); } bool FECustomFilter::resizeContext(const IntSize& newContextSize) { bool multisample = resizeMultisampleBuffers(newContextSize); m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_frameBuffer); m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_destTexture); // We are going to clear the output buffer anyway, so we can safely initialize the destination texture with garbage data. m_context->texImage2DDirect(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, newContextSize.width(), newContextSize.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, 0); m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, m_destTexture, 0); // We don't need the depth buffer for the texture framebuffer, if we already // have a multisample buffer. if (!multisample) { m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_depthBuffer); m_context->renderbufferStorage(GraphicsContext3D::RENDERBUFFER, GraphicsContext3D::DEPTH_COMPONENT16, newContextSize.width(), newContextSize.height()); m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_depthBuffer); } if (m_context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) return false; if (multisample) { // Clear the framebuffer first, otherwise the first blit will fail. m_context->clearColor(0, 0, 0, 0); m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT); } m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, 0); m_contextSize = newContextSize; return true; } void FECustomFilter::dump() { } TextStream& FECustomFilter::externalRepresentation(TextStream& ts, int indent) const { writeIndent(ts, indent); ts << "[feCustomFilter"; FilterEffect::externalRepresentation(ts); ts << "]\n"; inputEffect(0)->externalRepresentation(ts, indent + 1); return ts; } } // namespace WebCore #endif // ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)